Eggfall is a portrait-only mobile game for Android. The player catches eggs dropped by a bird at the top of the screen using a basket at the bottom. The tone is calm and skill-based, with no childish visuals or sounds. The interface is in English and the game is a single-player, endless-style catch-the-item experience with level progression and local best-score saving.
At the top of the screen a bird (shown as an asset) continuously drops items vertically. The player controls a basket fixed at the bottom that moves only horizontally by finger drag. The goal is to catch falling eggs to earn points. Falling speed and gravity feel natural; hit detection is precise. Missed eggs trigger a short break animation and cost one life; the player has three lives per level, and losing all lives or catching a hazard ends the round.
Along with normal and golden eggs, the bird randomly drops hazard items (e.g. stone, rotten egg, hard object). Catching any hazard causes instant game over. Normal eggs give +1, golden eggs +3; hazards do not add score. Hazard spawn rate increases over time and with level. Eggs are represented with a clean, non-childish style; hazards are visually distinct.
The game uses a level system: each level has a target score to complete it. Reaching the target opens a victory screen with “Next Level” and “Level Select”. Levels are unlocked only after completing the previous one. Level Select shows a grid of levels with locks for unplayed ones. Difficulty scales with level (faster fall, more objects, higher hazard chance). Best score and highest level reached are saved locally via a file-based storage abstraction (no SharedPreferences).
The visual style uses a soft, portrait-format landscape background (e.g. hills, grass, sky) and muted, non-saturated colors. The bird and basket are shown as assets; falling items are simple and clear. UI is minimal: level, score progress, and three life hearts at the top; no intrusive popups. Game over shows final score, level, and a Restart button; there are no ads. Optionally, subtle, non-intrusive sound can be used. The result is a polished, calm, skill-based catch game with clean architecture and consistent visuals.